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<a href="#pub-types">Public 类型</a> &#124;
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<div class="title">cCameraUVNV1类 参考</div>  </div>
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<p>摄像机类，升级版；该类对象是整个引擎第一个全局对象。 cCamera的区别是： 1）创建了平截头。 2）提供了判断是否在视域的功能。  
 <a href="classc_camera_u_v_n_v1.html#details">更多...</a></p>

<p><code>#include &lt;<a class="el" href="c_camera_v1_8h_source.html">cCameraV1.h</a>&gt;</code></p>

<p><a href="classc_camera_u_v_n_v1-members.html">所有成员列表.</a></p>
<table class="memberdecls">
<tr class="heading"><td colspan="2"><h2><a name="pub-types"></a>
Public 类型</h2></td></tr>
<tr class="memitem:a0a171a09dd3aba92ebf539f82ee78e18"><td class="memItemLeft" align="right" valign="top">enum &#160;</td><td class="memItemRight" valign="bottom"><b>camera_type</b> { <b>LAND</b>, 
<b>AIR</b>
 }</td></tr>
</table><table class="memberdecls">
<tr class="heading"><td colspan="2"><h2><a name="pub-methods"></a>
Public 成员函数</h2></td></tr>
<tr class="memitem:a97f6c5a1c973df14375b1c011094798c"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a97f6c5a1c973df14375b1c011094798c"></a>
&#160;</td><td class="memItemRight" valign="bottom"><b>cCameraUVNV1</b> (camera_type type=LAND)</td></tr>
<tr class="memitem:aaa9686c8afb4f6cce3007d3bd77670ae"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="aaa9686c8afb4f6cce3007d3bd77670ae"></a>
void&#160;</td><td class="memItemRight" valign="bottom"><b>init</b> (int width=800, int height=600, D3DXVECTOR3 pos=D3DXVECTOR3(0, 0, 0), D3DXVECTOR3 lookat=D3DXVECTOR3(0, 0, 1), D3DXVECTOR3 up=D3DXVECTOR3(0, 1, 0), float fov=D3DX_PI/4, float zn=0.01f, float zf=5000.0f)</td></tr>
<tr class="memitem:aac60a200d15519cdc97699978c25809a"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="aac60a200d15519cdc97699978c25809a"></a>
void&#160;</td><td class="memItemRight" valign="bottom"><b>compute</b> ()</td></tr>
<tr class="memitem:a256c313ef0d6d31d3bb339855b9e08de"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a256c313ef0d6d31d3bb339855b9e08de"></a>
void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classc_camera_u_v_n_v1.html#a256c313ef0d6d31d3bb339855b9e08de">reset</a> ()</td></tr>
<tr class="memdesc:a256c313ef0d6d31d3bb339855b9e08de"><td class="mdescLeft">&#160;</td><td class="mdescRight">重置内部调用init(); <br/></td></tr>
<tr class="memitem:a89c770ab0bef51a60a0b75671072aeb1"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a89c770ab0bef51a60a0b75671072aeb1"></a>
void&#160;</td><td class="memItemRight" valign="bottom"><b>rotate_x_axis</b> (float angle)</td></tr>
<tr class="memitem:a0b9a9e6b61c6a99529bd7323fa018304"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a0b9a9e6b61c6a99529bd7323fa018304"></a>
void&#160;</td><td class="memItemRight" valign="bottom"><b>rotate_y_axis</b> (float angle)</td></tr>
<tr class="memitem:a484bd9c7ab5724a6a7208a7b0a5afbaa"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a484bd9c7ab5724a6a7208a7b0a5afbaa"></a>
void&#160;</td><td class="memItemRight" valign="bottom"><b>rotate_z_axis</b> (float angle)</td></tr>
<tr class="memitem:a481c71cf7123167a40bd8dc06e10be2f"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a481c71cf7123167a40bd8dc06e10be2f"></a>
void&#160;</td><td class="memItemRight" valign="bottom"><b>walk_x_axis</b> (float units)</td></tr>
<tr class="memitem:ac2320754f10cef68306c0c192129ba3f"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="ac2320754f10cef68306c0c192129ba3f"></a>
void&#160;</td><td class="memItemRight" valign="bottom"><b>walk_y_axis</b> (float units)</td></tr>
<tr class="memitem:a750374e209fae03f63363475db9e95e7"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a750374e209fae03f63363475db9e95e7"></a>
void&#160;</td><td class="memItemRight" valign="bottom"><b>walk_z_axis</b> (float units)</td></tr>
<tr class="memitem:a83239594262e7d6aca86d8f772d2ce01"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a83239594262e7d6aca86d8f772d2ce01"></a>
D3DXMATRIX &amp;&#160;</td><td class="memItemRight" valign="bottom"><b>getViewMatrix</b> ()</td></tr>
<tr class="memitem:ae282ad2aed2fe8fe8901ba61bc4b9c23"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="ae282ad2aed2fe8fe8901ba61bc4b9c23"></a>
D3DXMATRIX &amp;&#160;</td><td class="memItemRight" valign="bottom"><b>getProjMatrix</b> ()</td></tr>
<tr class="memitem:ac014a0dd85b18fda163b85322c4ad1c5"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="ac014a0dd85b18fda163b85322c4ad1c5"></a>
void&#160;</td><td class="memItemRight" valign="bottom"><b>getViewPort</b> (D3DVIEWPORT9 &amp;t)</td></tr>
<tr class="memitem:a57bd49711d3db34a33d349c9bcdb1362"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a57bd49711d3db34a33d349c9bcdb1362"></a>
void&#160;</td><td class="memItemRight" valign="bottom"><b>setPos</b> (D3DXVECTOR3 t)</td></tr>
<tr class="memitem:a07ddaa5a9fb32d1399ef243ed450134c"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a07ddaa5a9fb32d1399ef243ed450134c"></a>
void&#160;</td><td class="memItemRight" valign="bottom"><b>getPos</b> (D3DXVECTOR3 &amp;t)</td></tr>
<tr class="memitem:a405901891acf0493623475bb90f5ef21"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a405901891acf0493623475bb90f5ef21"></a>
void&#160;</td><td class="memItemRight" valign="bottom"><b>getDeep</b> (D3DXVECTOR3 &amp;t)</td></tr>
<tr class="memitem:a0b43e9bf38a59f9feadc2a31d76d4d77"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a0b43e9bf38a59f9feadc2a31d76d4d77"></a>
D3DXVECTOR3 &amp;&#160;</td><td class="memItemRight" valign="bottom"><b>get_pos</b> ()</td></tr>
<tr class="memitem:a60193e7a370ae9544a88e56eb4de11a0"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a60193e7a370ae9544a88e56eb4de11a0"></a>
void&#160;</td><td class="memItemRight" valign="bottom"><b>computeV1</b> ()</td></tr>
<tr class="memitem:a5fa299e8220db17750a3742a406de882"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a5fa299e8220db17750a3742a406de882"></a>
void&#160;</td><td class="memItemRight" valign="bottom"><b>setLookat</b> (D3DXVECTOR3 t)</td></tr>
<tr class="memitem:ad6a1e213bb0aa24a975173d3b63c2aca"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classc_camera_u_v_n_v1.html#ad6a1e213bb0aa24a975173d3b63c2aca">computeV2</a> (<a class="el" href="classc_input_controller.html">cInputController</a> *pInput, float delt_time, <a class="el" href="classc_terrain_v1.html">cTerrainV1</a> *pTerrain, float OffsetY)</td></tr>
<tr class="memitem:a702c19476a1308fc6b7fb32198909dd1"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a702c19476a1308fc6b7fb32198909dd1"></a>
void&#160;</td><td class="memItemRight" valign="bottom"><b>setSpeed</b> (float s)</td></tr>
<tr class="memitem:a03b692808a40c3473332b9a122e79460"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a03b692808a40c3473332b9a122e79460"></a>
void&#160;</td><td class="memItemRight" valign="bottom"><b>makeFrustum</b> ()</td></tr>
<tr class="memitem:ab5277fc013425197579ef4e2cb3c71f1"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="ab5277fc013425197579ef4e2cb3c71f1"></a>
bool&#160;</td><td class="memItemRight" valign="bottom"><b>isVisible</b> (const <a class="el" href="structs_bound_box.html">sBoundBox</a> &amp;box) const </td></tr>
</table>
<hr/><a name="details" id="details"></a><h2>详细描述</h2>
<div class="textblock"><p>摄像机类，升级版；该类对象是整个引擎第一个全局对象。 cCamera的区别是： 1）创建了平截头。 2）提供了判断是否在视域的功能。 </p>
<dl class="section remark"><dt>备注:</dt><dd>因为全局对象的关系，主程序需要创建一个g_CameraV1对象。 </dd></dl>
</div><hr/><h2>成员函数说明</h2>
<a class="anchor" id="ad6a1e213bb0aa24a975173d3b63c2aca"></a>
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">void cCameraUVNV1::computeV2 </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="classc_input_controller.html">cInputController</a> *&#160;</td>
          <td class="paramname"><em>pInput</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">float&#160;</td>
          <td class="paramname"><em>delt_time</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="classc_terrain_v1.html">cTerrainV1</a> *&#160;</td>
          <td class="paramname"><em>pTerrain</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">float&#160;</td>
          <td class="paramname"><em>OffsetY</em>&#160;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td>
        </tr>
      </table>
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<hr/>该类的文档由以下文件生成:<ul>
<li>E:/!代码工厂/3D引擎/<a class="el" href="c_camera_v1_8h_source.html">cCameraV1.h</a></li>
<li>E:/!代码工厂/3D引擎/cCameraV1.cpp</li>
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